Name: Tromund ‘Trom’ Five-blade
Age: 28
Race: Human (Freeholds)
Sex: Male
Homeland: Wanderer
History: A Scoundrel and a Soldier of Fortune, Tromand . Raised under brutal conditions in the Freeholds, Trom was a street urchin, scrounging in the gutters and making a living as a “face”; luring unsuspecting travelers into traps laid by his street gang. As he grew older they started teaching him to handle a blade and take what he needed at its point though he much preferred to coax it out of his targets peacibly.
He out grew his gang in time, as they had low ambition and where happy with the routine, and so set out for “greener pastures” as he had heard foreigners say. He left and went to west to the Imperium where he worked as a con man in his own right, sweet talking the rich ladies and ambitious merchants out of a small fortune. Of course leaving a trail of broken hearts and empty coffers does not earn one a long and safe life.
Eventually the blades of his enemies grew too thick around him and he had to flee south around the Blood Sea. While not the easiest of journeys, he eventually washed up in the Pious and Pompous lands of Rhienfeld in the middle of the civil war. He worked for the Papacy, who were desperate for blades, and worked with them for some time until he grew bored with the work and up and left them in the middle of the night, moving south with a couple of other mercs who had grown dissatisfied underneath the Papacy.
They moved south and wound up in Renalta. Here, Torm heard the call for the Queens Blades and saw the potential for a position that would sate both of his desires for adventure and money.
Motivation: Trom is here to save the world, get rich, and have a wonderful time.
Stats & TraitsStrength: 4/10
Agility: 4/10
Charisma: 4/10
Magical Endurance: 2/10
Fighter: 4/10
--Skill Set 1: One handed Slashing
--Skill Set 2: Shield, Large
Sniper: 1/10
--Skill Set 1: Throwables
Seducer: 5/10
Experience Traits
--Trait 1. Duelist
--Trait 2. Dirty Dancer
Conditions
--Trait 1. You Lucky Bastard: Years on the road and with a string of bitter people at his back, Trom has made it through on his skill and wit as well as a hefty dose of luck.
--Trait 2. Wanderer: Never staying in anyplacel ong enough to be called "Friend" and have it be truely meant, Trom has lived an adventruous life though he never knows where it might lead him.
--Trait 3. Soul Shard: During his travels in the imperium, Trom found himself in the possession of an intricately detailed falchion. Its pommel is that of an eagle and its cross guard looks to be its wings. The blade a magical sharpness to it, never growing dull or needing cleaned, and also has some other magic in it, magic that can be called forth to produce a blast of air capable of knocking a person off their feat. Because of this, Trom has named the blade Zephyr.
Unique
--Trait 1. Know How to Spot a Mark: as well traveled and experienced Trom is, he has learned to pick out the right man no matter the situation, whether it is talking his way past a border outpost or getting in the know on the dealings of a warlord, Torm has a sixth sense on who knows or has what needs and what angel he will need to play to get it.
Personal SectionRomance: While I am not actively seeking it, I have no problems with it
Play style: While traditionally I prefer action oriented games with heavy dialogue, I’m looking to branch into more of a dialogue actual interaction focus.
Does the Kouri Plushie exist?: Error, Information not found. Please consult nearest GM for further input.
Signature: Commander Kalic